Wizard
Base Class: Wizard

Necromancy

Necromancy Adept

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

Grim Harvester of Sorrows

At 2nd level, you gain the ability to reap life energy from creatures that die around you. Once per turn when a creature within 60ft. of you dies, you or a creature of your choice within 30ft. of you regains hit points equal to your Wizard level. You don't gain this benefit from constructs or undead.

Necromantic Form

Also at 2nd level, your body becomes infused with the very magic of undeath itself, altering your mortal form. As a result of this transformation, you gain the following traits::

You don't require food, water, air, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
You no longer age and you are immune to poison and diseace.
You gain vulnerability to radiant damage
You have disadvantage on Persuasion, Performance and Deception checks 

Also you can have any spell you cast deal necrotic damage instead of its normal damage type

Undead Legion

At 6th level, you add the Animate Dead and Speak with Dead spells to your spellbook if they are not there already. Also, you have always prepared those spells and they don´t count against your prepared spells. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Empowered Legion

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. In addition, any Undead creatures under your control gain the following benefits:

  • You don´t need to cast Animate Dead on the creature again after 24 hours to remain control over it, but you can only have control over an amount of creatures equal to your Inteligence modifier. You can controll more creatures, if you cast Animate Dead again on all of them.
  • The creature adds your proficiency bonus to its armor class

Necromantic Armor

Also at 10th level, your necromantic powers grow strong enough to ward you against your enemies. Your armor class equals 10 + your Inteligence modifier + your proficiency bonus. You also gain advantage on Death Saving Throws.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Previous Versions

Name Date Modified Views Adds Version Actions
4/8/2023 8:13:52 PM
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